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 Create true reflections

Reflection and Environment

Simulate reflections with Env Cube
 
                
               
             
             
            
            Simulate reflections with Env Ball
          
       
       
       
       
      For more information about this texture,
         see 
                  Env Ball.
      
      To use the Env Ball environment
         texture, you must map the texture’s Image attribute
         with the image of a reflective chrome ball in the environment you want
         to re-create. You should also create an image plane for the camera
         and map the image plane’s Image Name attribute with the image of
         the environment without the chrome ball.
      
      To
         create an image of a chrome ball
      
      
         - Place
            a highly reflective chrome ball (sphere) in the environment (real world
            or computer generated) that you want to re-create. 
         
- Place
            the ball at the exact location (in the original environment) where you
            want the model to appear (in the re-created environment), and take note
            of the ball’s distance from any floor/walls/ceiling or large objects.
         
- Photograph
            (or render) the ball using a telephoto lens, and take note of the
            camera’s elevation (the angle between the camera’s view and the
            environment’s grid plane), and the camera’s inclination (the angle
            between the camera’s view and the environment’s YZ plane).
            The photo essentially contains a compressed
               sample of the entire environment, except for the area directly behind
               the ball. The highest resolution is in the direction of the camera,
               so the image provides the best data compression for that point of
               view.
             
To
         re-create environments using environment ball
      
      
         - The Env
               Ball texture can best re-create environments that have
            no objects in their center (that is, near the chrome ball). For
            example, rooms and interiors should not contain furniture, and outdoor
            scenes should not have trees or cars near the chrome ball. (In general,
            outdoor scenes can contain buildings.)
         
To
         use a single image of a chrome ball using environment ball
      
      
         - Map
            a File texture to the Env
               Ball texture’s Image attribute,
            and then map the image file of the ball in the environment to the File texture’s Image attribute.
         
- Map
            the image of the environment without the chrome ball to the image plane’s Image attributes.
         
- Set
            the Env Ball texture’s Inclination and Elevation attributes
            to the inclination and elevation of the camera used to photograph
            the ball.
         
To
         obtain accurate reflections for the environment ball texture
      
      
         - For
            accurate reflections of the re-created environment on the model,
            set the Env Ball texture’s Projection
               Geometry attributes to values corresponding to the distance
            between any floor/walls/ceiling or large objects and the chrome
            sphere when it was photographed.
         
To
         position the image planes’s image for the environment ball texture
      
      
         - To
            simplify positioning the image plane’s Image, set
            the Env Ball texture’s Eye Space on. 
         
To
         model background geometry when using the environment ball texture
      
      
         - To
            model background geometry (for example, so you can add shadows, lighting
            effects, or fog to the scene), set the Env Ball texture’s Reflect attribute
            off.